Shaders - Animmap limit?

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Mon May 25, 2009 2:16 pm

  • I'm trying to get this working for a few hours but cannot find the solution. I'm making a map which contains a screen playing short sequences from the game, which is animated using a shader with "animmap". There are 90 frames overall... I know that number might sound scary but they are small .jpg files so that shouldn't be a problem. I currently have it wrote in the form of "animmap 10 textures/X/Tex1 textures/X/Tex2 textures/X/Tex3 ... textures/X/Tex90".

    I'm experiencing a big issue which keeps this from working. It seems that animap only loops through the first 65 images in the squence even if 90 are specified. I need it to loop through all of them so I was wondering if this is a limit which can be bypassed or worked around.

    I seen some web sites saying this can be bypassed using "rgbGen wave" functions in shaders (for some Quake engines at least), like in this example or here, but it doesn't work with Nexuiz.

    So is there any way to go through all 90 frames in animap? It would help a lot if anyone knows anything that might work. Thanks.
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    MirceaKitsune
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Mon May 25, 2009 2:58 pm

  • The JPEG files will be uncompressed on map load and hog texture memory. 90 frames in such an animation asks for trouble.
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    SavageX
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Mon May 25, 2009 4:47 pm

  • Oh... that's what was making my map so slow *converts all jpgs to pngs :oops:

    I squeezed my animation in 65 frames and put a smaller speed which looks good... hope this limit won't go any lower in future updates. It should probably be raised a bit instead, 85 or something close could be useful for people who want longer screens.
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    MirceaKitsune
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Mon May 25, 2009 5:49 pm

  • MirceaKitsune wrote:Oh... that's what was making my map so slow *converts all jpgs to pngs :oops:

    I squeezed my animation in 65 frames and put a smaller speed which looks good... hope this limit won't go any lower in future updates. It should probably be raised a bit instead, 85 or something close could be useful for people who want longer screens.

    You might want to also try using tgas (can be converted in the gimp, or with imagemagick)
    some-guy
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Mon May 25, 2009 5:56 pm

  • Can DP/Nex handle Q3 RoQ videos?
    Taiyo.uk
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Mon May 25, 2009 6:32 pm

  • Taiyo.uk wrote:Can DP/Nex handle Q3 RoQ videos?


    I've been wondering the same thing for a while. I made this topic a while ago asking about real video on screens... someone said something about RoQ there.
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    MirceaKitsune
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Sun May 31, 2009 7:07 pm

  • for TOEN i used over 100 frames for my torch flames. at the time i had a gf6600, which seemed happy to run that map on normal settings, so i don't think many images need to hurt that much. but do use as small images as possible if you use allot. Every disc image format (jpg, tga, ...) end up taking the same amount of gpu ram. the exception being images with a alpha channel, these eat a bit more. So what one you select only make the map load faster/slower (and affects the pk3 size).

    if you wish you can make a easy calculation to figure out how much ram your image/s will need.
    For RGB images: width * height * 3 = bytes used.
    for RGBA its: w * h * 4
    multiply by number if images and perhaps divide by 1024 (to get it in kb) and you have an idea of how much resources your creation will devour =)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun May 31, 2009 7:18 pm



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